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Game Pacing Pitfalls Discussed

Thanks to GameSpot for their editorial discussing the problems in pacing a videogame correctly, as the author theorizes: "It's almost always the same sorts of things that make us get sick of them in a hurry", and goes on to pinpoint game facets that affect pacing adversely. He suggests: "Loading times are quite possibly the single worst thing about today's games", and also points out "...providing the player with easy access to often-used features" as a pacing-killer, referencing Vagrant Story's "unwieldy menu system." Finally, he argues that "the ideal game should never require pausing or fast-forwarding", mentioning that Star Wars: KOTOR had "...combat [that] was paced seemingly just right so that I'd be able to react to what was happening as it happened, not in between desperately toggling the pause button."

2 of 41 comments (clear)

  1. And about loading times by AtariAmarok · · Score: 2, Informative

    "He suggests: "Loading times are quite possibly the single worst thing about today's games"

    Is this a result of everything using DVD or similar media? You do not have to go very far back in the generations of videogames to find fast-loading games: look at the N-64. It used cartridges.

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  2. Re:What the author forgets... by Incoherent07 · · Score: 3, Informative

    And Starcraft, like a few other games, realizes this and allows you to change the speed of the game from agonizingly slow to a nice fast clip, not to mention the variety in maps you mentioned. And, unlike some of the complaints mentioned in the article, you can skip almost all of the cinematics in Starcraft if you so desire.

    I think you can, in fact, fix pacing; it just takes a bit more effort to make varying game speeds. (For example, FF6 allowed you to vary the pace of the battles.) That, and the ability to cancel out of the increasingly-long cinematics, would do a world of good.

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